oops "Myyy Precious" What is MT version had implement palette ? It seems very profitable )

I am a noob.still yet. Not so noob ) [vml] WIP and a little proof for fun PlantedTorch )))MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it ) "My english isn't well" I know. I'm sorry )

I don't know if there is a better possibility to do that, but it works ;-)

I want to hide the lower node that is build to drop items called "spawn_item:diamantspawnerunten" by, lets say, a block of dirt that I put on it, but surprisingly, the diamond falls down through the dirt and lands on the "spawn_item:diamantspawnerunten".I want to understand, why this happens.

Linuxdirk wrote:When having a node with paramtype2 = 'facedir' ... how can I properly determine left/right/front/back according to the node's orientation when placed?

There are a few helper functions `dir_to_facedir` etc documented in lua_api.txt. For code examples, you probably want to look at things like minetest_game beds and doors, since they've got code handling orientation on placement and rotation. Screwdriver mod may also help to provide insights.

facedir is a bit funny in a way, since '0' means north (and not cartesian where it would be east) and if you place a furnace facing north, then the "front" of the furnace faces south, so effectively the "back" side of the furnace is where you put the fuel in. Highly confusing :)

It doesn't appear to be possible to change an abm once it's registered so I don't think you can change the interval. As an alternative, you could wrap the add_item if block with a check to see if a random number falls within a range. It's not an interval but you can tweak the comparison value get a close approximation.

mezantrop wrote:topic: set_attach usage help.reason: I want to attach and move two nodes together.more info: Sorry for a dumb question, I'm newbie to minetest game as well as minetest development. Now trying to create two entities and make the second to repeat all moves of the first one. Have stuck at the early beginning with attaching the second entity to the first:

Couldn't someone explain me how to use it properly, as obviously, I'm doing it wrong.P.S. what is the "bone" - the second argument of set_attach?

Thank you in advance.

1. set_attach means "attach this object (the object that the function is called on) to the specified one".2. the attachment status is lost on unloadingSo what you need to do is:1. the first object needs to hold all relevant data2. in the on_activate function of the first object, create the second object, give it a reference to the first object for data storage (if you need this) and call set_attach on the second object and give the first object as argument3. "bone" just needs to be an empty string4. the attachment position is the place where the second object is positioned relative to the first

5. The second object needs to be non-persistant, it needs to delete itself when it gets unloaded. Else, you would have the world cluttered with "second" objects. Track the development status of this: https://github.com/minetest/minetest/pull/5112. Meanwhile, you need to use a hack:

function tank_turret.on_step(self) --tank_turret is an entity local turret = self.object local pos = {x=playerpos.x, y=playerpos.y, z=playerpos.z} --the position of player is correct turret.set_pos(pos) -- this line causes the bug, but why?end